Quote Originally Posted by Tim K View Post
The second row of numbers is for those times you need to dial more than 5 mils. It's just to make your life easier.

Once you mount it and zero the rifle turn the knob all the way down and record how many turns it took to get there. That way, if you get lost you can return to zero. Or, note what line the turret is on, or get one of the add- on zero stops Skullybones will be making here shortly.
Thats what I was wondering, but 5 isn't a difficult number to add to. 1 full turn plus 3 mils is obviously 8 and if someone can't do that math, they have problems.

I guess I could understand it if the revolution tick marks could be multiplied by either 5 or 10 and get the same answer, but if that isn't the case then its just numbers to make it harder to quickly see the answer. Also I'm aware that you count the turns down to the bottom so you can always find zero again, but I don't see how 10s is better than 5s, without having a reference to know that you're two 10mil turns up instead of four 5mil turns up.

Quote Originally Posted by Blowby View Post
Helps determine the total number of clicks without doing the math.
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Some scopes can do all adjustments in one turn.

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Again, if the point is to prevent me from having to do math, there should be a way to know which revolution I'm on and whether I multiply the revolutions by 5 or 10.

Maybe I'm just missing the point, but counting by 5s is pretty dang easy. Am I making sense at all? LOL

Well, since I have no problem counting by 5s, I'll probably end up putting labels over that second row of numbers when I figure out various distances so I can quickly get to a distance without looking at dope charts.